This release contains a developer preview of the user-mode driver binaries for Qualcomm Adreno 3xx GPU on Nexus 4, Nexus 5, and Nexus 7 devices running Google Android 4.4.4 KitKat. This release includes OpenCL in addition to OpenGL ES. It has been tested with the KTU84P factory image. This release is intended only for developers, and does not meet our customer release quality. Refer to the included release notes for a list of fixes and enhancements.

Fixed a bug that caused disabled displays to be implicitly included in the target selection for some queries and assignments on the nvidia-settings command line interface, in the absence of any explicit target selection.

Added a new attribute to the NV-CONTROL API to query the current utilization of the video decode engine.

Fixed a bug where the Exchange Stereo Eyes setting in nvidia-settings didn't work in certain stereo configurations.

Worked around a Unigine Heaven 3.0 shader bug which could cause corruption when tessellation is enabled by implementing an application profile that uses the "GLIgnoreGLSLExtReqs" setting. See the documentation for the __GL_IGNORE_GLSL_EXT_REQS environment variable for more details.

Fixed a memory leak when destroying EGL surfaces.

Added support for multiple simultaneous EGL displays.

Removed support for G8x, G9x, and GT2xx GPUs, and motherboard chipsets based on them. Ongoing support for new Linux kernels and X servers, as well as fixes for critical bugs, will be included in 340.* legacy releases through the end of 2019.

Fixed a bug that could cause nvidia-installer to unsuccessfully attempt to delete the directory containing precompiled kernel module interfaces, on packages prepared with --add-this-kernel.

Updated nvidia-installer to log uninstallation to a separate file from the installation log, and to attempt uninstalling previous driver installations using the installer program from the previous installation, when available.

Fixed a regression that prevented the internal stereo infrared emitter built into some 3D Vision monitors from working.

Fixed a bug that could cause some Java-based OpenGL applications using JOGL to crash on startup on systems with Xinerama enabled.

Fixed a bug that could prevent OpenGL Framebuffer Objects (FBOs) from being properly redrawn after a modeswitch.

Fixed a memory leak that occurred when starting OpenGL applications.

Fixed a bug that prevented the EDID-Like Data (ELD) of audio-capable displays from being updated when hotplugged/unplugged.

Fixed a bug that caused Xid errors when using stereo mode 12 (HDMI 3D) on Quadro boards without an onboard stereo DIN connector.

We propose a powerful hardware architecture for pixel shading, which enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives. The main goal is efficient pixel shading for moderately to finely tessellated geometry, which is not handled well by current GPUs. Our method effectively decouples the cost of pixel shading from the geometric complexity. It thereby enables a wider use of tessellation and fine geometry, even at very limited power budgets.The core idea is to shade over small local grids in parametric patch space, and reuse shading for nearby samples. We also support the decomposition of shaders into multiple parts, which are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.

The Tegra Android Development Pack (TADP) is a single package that installs all software tools and sets up an Android development environment required to developing for Android on NVIDIA’s Tegra platform (SHIELD family of devices, Xiaomi MiPad, Tegra NOTE7, Tegra Developer Kits, Google Nexus 7, etc...). TADP 3.0r2 is the first to support the all-new NVIDIA SHIELD tablet and includes brand new versions of Developer Tools (Tegra Graphics Debugger, Tegra System Profiler, Nsight Tegra, Visual Studio Edition).

2.1.5 Highlights With the capabilities of "RinceWind", 2.1.5 fixes a few bugs, and important security issues 2.1.5 fixes a few decoding bugs, on MP3, MKV, and hardware decoding on Windows. It also fixes QTsound capture and audio channel orders for OS X. 2.1.5 also ships with updated GnuTLS and libpng libraries, because of security issues. Read the Changelog

In this blog post I'm going to start exploring the topic of blur filters. My original intention was to…- Provide an overview and optimization ideas for a few of the popular real time image blur filters, applicable on very different range of hardware (from sub-4W mobile device GPUs to high end 250W+ desktop GPUs).- Give an example of the techniques that runs on Windows Desktop OpenGL and Android OpenGL ES 3.0 and 3.1, including compute shader use on OpenGL ES 3.1.

Collaboration with AOC has identified non-standard display timings as the root cause of 60Hz SST flickering exhibited by the AOC U2868PQU panel on certain AMD Radeon™ graphics cards. A software workaround has been implemented in AMD Catalyst 14.7 RC driver to resolve the display timing issues with this display.

Users are further encouraged to obtain newer display firmware from AOC that will resolve flickering at its origin.

Users are additionally advised to utilize DisplayPort-certified cables to ensure the integrity of the DisplayPort data connection.​​​

NVIDIA FlameWorks is a system for generating cinematic fire, smoke and explosion effects for games. It combines a state-of-the art grid-based fluid simulator with an efficient volume rendering engine.

The simulator uses a highly optimized solver which enables the simulation of high resolution grids in real-time. It supports collisions with standard primitives and includes a combustion model for generating flame effects. The system is highly customizable and supports user defined emitters,forcefields and collision objects.

Added support for controlling the availability of Fast Approximate Antialiasing (FXAA) on a per-application basis via the new __GL_ALLOW_FXAA_USAGE environment variable and the corresponding GLAllowFXAAUsage application profile key. See the README for details.

Fixed a bug where indirect rendering could become corrupted on system configurations that disallow writing to executable memory.

Updated the nvidia-settings Makefiles to allow nvidia-settings to be dynamically linked against the host system's libjansson. This option can be enabled by setting the NV_USE_BUNDLED_LIBJANSSON Makefile variable to 0.Please note that nvidia-settings requires libjansson version 2.2 or later.

Improved support for running the NVIDIA driver in configurations where writing to executable memory is disallowed.Driver optimizations that require writing to executable memory can be forcefully disabled using the new __GL_WRITE_TEXT_SECTION environment variable.See the README for more details.

Fixed an X driver bug that caused gamma ramp updates of the green channel at depth 15, on some recent GPUs, to be ignored.

Fixed a regression, introduced in the 340.17 public beta release, that caused the NVIDIA X driver to access freed memory when exiting a GLX application that used either of the GLX_NV_video_out or GLX_NV_present_video extensions.